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  • 2 weeks later...
Posted (edited)

Don't remember. Aproximately 1 ~ 3 months. I'm currently recycling these maps.

 

PS: The theory that I've came up with has been proved false. I thought that I could control BSP cuts by having every surface tesselated by hand, but it turned out that doing that doesn't prevent the engine from creating bsp cuts where you didn't want to. Hell, no modern engine relies on BSP for rendering anymore. In UE1 they made every BSP triangle occlude everything, that's why HOMs happens everywhere in UE1 whereas they doesn't in id tech 3, because the latter doesn't occlude per triangle but per leaf node.

Edited by 0kelvin
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